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Help with Blender 2.48a and Domino's RC script

Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
02-08-2009 14:09
I updated both, but haven't got to try it until now. I'm find some big changes. There are a lot more option I have no idea what they do. The meshes are no longer 1024. A cylinder is now 72 vertices for example. I played with mutlirez, but I dont know if I have 1024 vertices now. There is now a ghosting under the edit lines and vertices. The ghost appears to have too many vertices that do not show when you select the mesh. The shost has rounded edges that do not conform to the actual lines or vertices in edit mode. The ghost seems to be the actual scuplt when you look at it in object mode. I can't control the ghost vertices to get the shapes I need.

How to I get it back to displaying 1024 vertices when I create the new meshes?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-08-2009 14:34
ok, it looks like it is time for a new tutorial...
I have so many other things to do right now, so no video here ;-(
But a very quick answer:

1.) Why only 72 vertices ?:

When you create a sculptie, SUBSURF is enabled by default.
Furthermore SUBDIVISION LEVEL is set to "2"

Now what you call "the ghost object" is a virtual surface which is manipulated
by the 72 "vertices". In fact, when baking time has come, it is the "ghost object" which will be baked. And it HAS 1024 faces when you have used the default settings during creation time of the sculpt map. The good thing about using Subsurf is, that you almost can NOT fail with LOD. So your Sculpties will become automatically LOD safe and that is a good thing ;-) On the other hand, you can not manipulate your ghost on a vertex level. But this is the price for automatic optimised LOD...

2.) If you want to get back to the "old style sculpties"

Then during creation of your sculptie disable "SUBSURF". And you are back to what you have seen before. Your Multires is back and you can work out your sculptie as you have
done before.


Now for the sculptie baking:

3.) I must admit that i do not know very much about the new options. So i keep them as they are and just klick on OK and i get the expected results.


one additional hint:

You can change the image , to which blender bakes the sculptie maps. But you can do that only when your 3D viewer is in edit mode. Then you can just go to the UV-editor, create a new image (preferably of size 64*64) and from now on the baker bakes to this new image.

Of course you can bake images of an arbitrary size (just create an image of 16*16) and your sculptie map still works ... or make it 256*256 and you get a big map (although it does not help you very much. In the general case you should stick with 64*64 sizes sculptie maps)


I hope, that helps a bit. A more comprehensive answer may come up soon ;-)
Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
02-10-2009 10:19
Gaia,
Thank you for the answers, I will play with if more, but I notice with these settings I cannot make a precision scuplt or the shapes I need. The edges of the mesh do not align with the edges of the ghost and the edges of the ghost are all rounded. I cannot seem to align both edges of the mesh and ghost to make sharp edges with these new settings. This might help for making LOD friendly sculpts, but limits even further shapes you can make. Is there a way to align the edges of the mesh and ghost?
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
02-10-2009 17:22
From: Layla Honi
I cannot seem to align both edges of the mesh and ghost to make sharp edges with these new settings. This might help for making LOD friendly sculpts, but limits even further shapes you can make. Is there a way to align the edges of the mesh and ghost?
You can sharpen the edges of your subsurf by using "creases" google for "blender creases" to know exactly how to apply creases in edit mode

simply spoken:

select an edge,
then with SHIFT-E and mouse dragging define the influence of the edge on the deformation of the ghost.

It should be more or less self explaining ...

You could also align your ghost perfectly to the control mesh by selecting all control points, then SHIFT-E and set crease to 1 for all edges simultaneously (drag the mouse until the ghost and the control mesh are equal) But that does not make much sense to me...

So anytime you want to keep full control on the vertices, you should disable subsurf when you create a new sculptie and work with multires only. Or even skip multires and just go with the full mesh object (1024 faces). I do that often too ;-)

BTW: You could also start with subsurf enabled. And once you think, your sculptie is ready for some fine tuning on the vertex level, then you can:

- go to object mode
- "apply" subsurf (in the F9 - modifiers section)

and you end up with your mesh as you have been used to before... and now you CAN push the vertices wherever you like.